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Jadedcat

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  1. Sorry, I'm a bit late noticing this. A forum user messaged me on March 30th, after checking with Squad, 1.1-prerelease was added as an option April 2nd. Please feel free to send me a message if we miss a version release. I'll happily add any version Squad approves. The forums move a bit fast and I sometimes miss things
  2. Mind if I use your project as a test?See if something has broken? NVM: I was wrong, it works on some older sites, but Kerbal CurseForge accepts "Only plaintext, Markdown, and SimpleHTML." I'll put it on the suggestion list.
  3. CurseForge has been around for quite some time, before Kerbal Space Program existed. Curse.com is the old code base. CurseForge is where authors upload and where the dev team develops the new improved code base. There have been several iterations of the code base over the years. Curse doesn't take one base down until the new base is ready. The way I understand it is: think of Curse.com as being the old but stable (with minor annoyances) site and CurseForge.com as the under development, new codebase. Having 2 seperate codebases, one stable (if old) and one with massive improvements used for testing new features allows for maximum stability for users and authors. Last time I edited a project BBCode worked on CurseForge.com in the text editors.
  4. Could you explain what you mean by a larger list? Currently we have "wiki" "issues" and "source" for optional external link types, I'll add a suggestion for "website" to be added. Each file currently has a changelog one of the current topics under discussion is to make it possible for those to be auto-merged on a "project changelog" page, would that work? Not sure about having something popup to check categories. We do have a "report incorrect category" option and if you put in why its wrong and what would fit better, and we review it and make changes, but authors can change it back. Restricting authors from changing their projects isn't something we do. Some stuff is obvious, other category picks can be a bit subjective.
  5. I agree on Curse.com being a bit harder to navigate. CurseForge.com is better, but I feel it still has some navigation issues. We did just (beginning of the month) hire someone with a specialty in user interfaces (there's a fancy term that I can't remember) who will be going over all that and hopefully optimizing it. I will bring up the idea of "New and trending" to the developers. I can understand the reasoning expressed here. Its not something we have seen needed in other games before. Which UI? CurseForge is the UI we are currently developing and will eventually replace the Curse.com UI, so that is the one we can work on. Since Cursse.com is being revamped completely, we are not doing development there right now unless its an urgent bug. As to descriptions, the admin staff go back and forth on that. On Minecraft, Wow and several other games we require a detailed description. For the most part mod authors have been able to just copy paste forum descriptions in and fix a few format discrepancies. However with Kerbal Space Program, the mod descriptions often are quite well filled out on the forums, and the text editor used here doesn't have the same formatting. We all agreed that it seemed unnecessarily restrictive to require the creators to re-write such detailed descriptions again if they preferred to just link to an already set up wiki/forum. At the top of each project on CurseForge there is a tab for "source" and "wiki" and "website", all optional. There is also a built in wiki like page system authors can use if they want as well as a built in issue tracker. Snipped cause its really long, I have passed this to the dev team and my fellow admins and I are going to go over the category list. For file compatibility, authors can currently flag projects and/or files as related, required, incompatible, or embedded. Authors can mark projects and or files as being compatible across multiple versions. I don't have a good example of that though because most of our other games a version change automatically breaks compatibility.
  6. The moderators made me a lovely new thread over here: Don't really want to derail the discussions on KS. I'd be happy to answer (almost) anything over there though.
  7. The "Latest Updated" will give you the new mods. The popularity metric has an algorithm that I do not understand, the basic result is that it deprecates the "weight" of downloads over time. For example one of my projects is the most downloaded project of its type. However, I have not needed to update it in 5 months. While it currently has 1mil+ downloads, the most popular project has half as much. They have had more recent updates and their project is newer. The majority of my downloads are old, so they don't count as much for popularity. Current popularity is an algorithm (I call it weird magic) that cosiders age of the project, number of recent downloads, some amount of the old downloads and other things. So a new project can and often does replace a popular but older project who's downloads have started to reduce.Over the course of the last couple months the top 25 most popular projects on Minecraft/CurseForge have changed several times based on updates/current downloads. You can have as many authors as you want. What we see a lot is people making a "Team Account" and using that to upload files, collect reward points and split them and manage archives/information pages while the team members accounts are all added with different permissions based on what they do. http://minecraft.curseforge.com/projects/cofhcore The current "ranks" or permission groups are Owner, Author, Maintainer, Artist, Contributor, Tester, Documentor , Former Author and Mascot . And you can have as many of each of those as you want. You don't have to have a "Team Account" but a lot of teams use it for easier tracking of who gets points/access. Why can't you update the project on CurseForge? If there's a bug/glitch/access issue I'd be happy to look into it.
  8. I'd start a new thread, but not really sure how to quote and do that. Edit: Thanks nice moderator people, I much prefer not derailing the KS conversation. You guys are awesome Categories: We're always open to new categories. We have added 6 new categories to the Minecraft side of CurseForge in the last month because people requested them and after research we found that there were a good number of mods that really needed those instead of Misc. I'd be happy to review any suggestions on additionally needed categories. CurseForge/Curse has popularity (changes monthly based on downloads), total downloads and Latest updated projects. I'm not really sure how adding Weekly popularity would be helpful. Could you elaborate on that?
  9. Disclaimer : I work for Curse. Curse pays me to review mods and manage forums/communities. I do not speak for Curse. I speak for myself as a community member, modder and gamer. Anything I say is based on my knowledge of a situation and is my opinion and not that of anyone I am associated with personally or professionally. Nothing I say should be taken as a promise or guarantee of anything by anyone.
  10. This is being fixed. The CurseForge search works a bit better than the Curse.com search and is being improved. Once the code base CurseForge is built on is ready (I have no idea what's left) it will be used to replace the Curse.com backend and fix a lot of the current issues Curse.com has while adding the improvements CurseForge already has. (This is my understanding of the solution planned) On the topic of ads: The ads on Curse.com mod pages (there are none of CurseForge) are used to cover the author rewards program where authors can earn points for downloads and exchange those points for Paypal, Steam or Amazon cards. People often seem to have an unrealistic view of how much ads are worth. A few ads on 1 site does not cover author rewards, server costs and salaries for coders, admins, reviewers, moderators, etc and have profit left over. Most people seem ok with the idea of ads as long as its offsetting the personal cost for a single person running 1 site. I am unsure why people get annoyed by ads offsetting the cost for a team of people maintaining multiple sites and giving the community content creators who host with us some reward for their time and creativity. TLDR: The ads on Curse.com are 1.) Optional, you can use CurseForge.com and not have ads at all or use adblocker. 2.) used to give rewards to the community content creators. Side Note: The reason Curse needs to pay salaries is because hosting a central repository is a thankless job. People complain if anything goes wrong (understandably) and if everything is working, it often feels as if no one appreciates the volunteer work. Being paid a salary means someone like me doesn't burn out reviewing hundreds of files a day, monitoring 8 different forums for problems, and answering support questions that are frequently abusive. I have made content that was used by millions of people with no appreciation and tons of complaints. I have been a volunteer for community sites. In fact, that's where Curse found me, volunteering as a site admin/manager and content creator for Minecraft. Then they offered to pay me to do the same thing but on a schedule. Having worked with both sides volunteer and employment, while I like the idea of community sites, I prefer the stability of sites where the admins/moderators are paid a living wage. Community Hosted and Run Platform: - Usually 1 person covers the costs - meaning they have to work a job too - Volunteer staff: frequent burn out, difficulty scheduling coverage, has to take a back seat to real life and real jobs - Susceptible to closure when the founder gets bored, is tired, loses interest or any number of other issues that could occur Professional Platform with paid staff: - Cost is not restricted to 1 person - The staff are paid, they don't have to worry about feeding their kids or having shelter. - Since staff are paid, if staff get bored with the topic, it doesn't matter. - Easier to schedule coverage - More stable, less likely to have service interruption - Highly unlikely to vanish (I'd say impossible, but I try to never say that) I am sad that the founder of KerbalStuff felt it was time to move on. Having been there though, I understand exactly how depressing it can be when the people using what you created seem to only complain. Even when some people do express gratitude/appreciation , the complaints can overwhelm you and leave you feeling trapped and depressed. That's why I gave up on volunteering. Its much easier to handle criticism, complaints when its a job you are paid to do instead of a hobby you do because you love it. The complaints end up killing the fun of a hobby.
  11. Current average is <5 mins for mod approval, very few mods are so complex that they take more than 20 mins to check. About the only time you'll see delays in approval time: - Holidays - some of our employees like spending time with families, so there's usually only 2 of us to cover holidays. - The person on shift (10 hr shifts) goes to take a quick restroom break, comes back in 5 mins to find 50 new files - tends to delay things while catching up - The project creator didn't upload a file. We can't even see projects until there is a valid file attached Disclaimer: I work for Curse. They pay me. I am employed by Curse to administrate forums and review mods from all the games we host. I do not speak for Curse, I am just a admin/reviewer.
  12. Obviously since I work for CurseForge, I recommend CurseForge and the Curse Client if you want to pick mods, install packs etc, it is the only site that checks all files that are uploaded, yes stuff has gotten past us in the past, but the files are checked. After CurseForge/Client; FTB ATLauncher and Technic are good installers. The main difference between the 4 installers is on the author end, not the end user side. - CurseForge / CurseClient - Has a 24hr team that checks files and tries their best to catch problem files before they get to users, requires mod author cooperation/permission for hosting, requires mod author permission for packs, rewards authors for their work based on download count, has the FTB Official packs as well as a large number of moderated community made packs. - FTB - does not host mods, only installs packs. Has a team that creates packs as well as community made packs. Community made packs are checked for mod author permission - ATLauncher - does not host mods, does not host packs in the traditional way, some packs may require you visit multiple URLs and download the mods yourself, pack creators can use any download link source not just the official download - Technic - does not host mods, has a team that creates packs. Has un-moderated community packs available, some of which are using mods without permission, some are using modified versions of mods, no one checks the community packs so they are a bit of a mixed bunch. As to safety, none of the 4 listed launchers will intentionally load anything that's not safe, all of them have community teams that want people to be able to have fun while being safe. All 4 have varying risks of something slipping through, depending on how stringent their checking and moderation of files is, CurseForge has the most checking and safeguards of the major sites for Minecraft mods and packs. The remaining websites that distribute mods, aside from Minecraft forums are mostly un-moderated and frequently host stolen or modified files. If the mod author doesn't link to the download on their website/forum post, especially on an un-moderated site be careful. In the end, this is the internet and people are constantly trying to get around guidelines, rules and safeguards just to prove they can, or to be mean to other people. The safest thing you can do is to try and make sure any files you are downloading are coming from the author, or were distributed with the authors consent and knowledge whether alone or in a pack. Then at least you know the file is exactly what the author intended and no one has meddled with it. And make sure you know what he is downloading/installing. There are some adult rated mods out there.
  13. I am sorry, completely forgot about this. The ratio is correct. My guess is it might be too large. Try resizing to 700x700. And if I forget to respond poke me at @JadedcatWylde .
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